Z Score,T Score, Percential Rank and Box Plot Graph
Vocabulary formative assessment online gaming
1. Vocabulary Learning: Formative
Assessment and Online Gaming
Practice with Free or
Inexpensive Digital Resources
Lee Ann Tysseling, Ph.D.
ltysseling@boisestate.edu
www.delicious.com/BSULee
www.pinterest.com/leeanntysseling/
www.slideshare.net/LeeAnnTysseling/
https://twitter.com/Read2LiveLee
Boise State University
Celebrate Literacy!
NW Regional NCTE Conference
March 1, 2014
Portland, Oregon
2. Today we will:
Review three online resources for
formative assessment
Explore free or inexpensive
resources for vocabulary
development
Look at website/apps review sources
3. Before We Begin:
Principles of Vocabulary
Development
Wide reading
Teaching individual words
Teaching strategies for learning words
independently
Fostering word consciousness
Stahl, S.A. & Nagy, W.E. (2006).
Teaching Word Meanings.
Mahwah, NJ: Lawrence Erlbaum
4. A Second Look: In the
Classroom
What Works:
Differentiation
Wide reading
Explicit teaching of
concept critical
words
Exploring words as
they are met
Multiple exposures
over time
Inter-lesson cohesion
Returning again and
again to new words
that have been
discussed
What Does Not
Work:
Copying out
definitions
Memorizing
definitions for a
weekly test
Context clues
(except for the
most able readers)
Supplementary
vocabulary
programs (except
for the most
motivated learners)
5. The Latest: NAEP Report
Vocabulary and Reading comprehension are
strongly linked at all grade levels!
http://nces.ed.gov/pubsearch/pubsinfo.asp?
pubid=2013452
6. Assessment of Vocabulary
Knowledge
The Problem: We don’t have any good assessments
of vocabulary knowledge.
Pearson, P. D., Hiebert, E. H., Kamil, M. L. (2007). Vocabulary
assessment: What we know and what we need to learn.
Reading Research Quarterly 42(2): 282-296.
Scott, J. A., Hoover, M. Flinspach, S. & Vevea, J. (2008). A
multiple-level vocabulary assessment tool: Measuring word
knowledge based on grade-level materials. 57th Annual
Yearbook of the National Reading Conference. V. R. Y.
Kim, D. Compton, D. Dickinson, M. Hundley, R. Jimenez, K.
Leander, D. Rowe. Oak Creek, WI, National Reading
Conference. 57: 325-340.
Some may be in the works
Word Generation Project www.wordgeneration.org
VINE Project (Vocabulary Innovations in Education)
www.vineconsortium.org
7. Assessment is complex
Any multiple-choice test that tries to capture
student word knowledge is likely to fall short
of that goal. Assessing word knowledge may
seem simple, just as acquiring word
knowledge may seem simple at first blush.
But words are intertwined with experiences
and background knowledge, can be used
literally or figuratively, occur in idioms and
with multiple meanings, and have nuanced
meanings in different contexts. Assessment
of word knowledge is not an easy task.
Scott, Hoover, Flinspach & Vevea, 2008, p. 336
8. While We Wait
Possible formative assessment solutions:
www.vocabulary.com
www.freerice.org
www.visualthesaurus.com
9. www.vocabulary.com
General vocabulary development or specific
word lists
Adaptive learning—adjusts to success or lack
there of
Spaced repetition
Varied questions & contexts
Game-based learning
Badges and awards
Teachers have access to tracking tools
34. VocabGrabber Data Possibilities
Vocabulary variety: Different Words over Total Words
Name
9/27
10/27
LeeAnn
188/447
42%
Jenny
255/739
34%
Zuricha
155/403
38%
NY
Times
353/724
11/27
49%
Vocabulary Qualitative: Inspection (count) of “Rare Words”
Name
9/27
10/27
LeeAnn
38/447
8%
Jenny
10/739
1%
Zuricha
30/403
7%
Alphose
25/542
5%
11/27
36. Summary: Formative Assessments
Vocabulary.com: Points—can report directly
to teacher (for a fee)
Free Rice: Level Number—students must
report to you
VocabGrabber:
Qualitative lists of vocabulary used—laborious
Percentage of “different” words over total
words
Vocabulary/Spelling City
37. Digital Dictionary Resources
Word Consciousness: Notice and explore
unfamiliar words
E-reader look-ups
www.visualthesaurus.com or www.vocabulary.com
www.wordnik.com
www.yourdictionary.com
www.onelook.com
www.wiktionary.com (or wikipedia)
Merriam Webster on-line
www.refdesk.com
“other” link for dictionaries
Rhyme Zone
38. Gaming
Many students passionate gamers
69% of all heads of household play computer
and video games.
97% of youth play computer and video games.
61% of CEOs, CFOs, and other senior
executives say they take daily game breaks at
work (p. 11).
McGonigal, J. (2011). Reality is broken: Why games make us
better and how they can change the world. New York,
Penguin Group Incorporated.
Work from the known to the unknown!
39. Evaluating Quality of Games
Adaptive: gets harder or easier with success
or failure
Substantive Feedback: learn as you go
Varied—new contexts/new clues
Repetition: incorrect words are recycled
40. Review Sources for
Games/Apps
Apps for Students with Special Needs:
http://a4cwsn.com/
Common Sense Media:
http://www.commonsensemedia.org/
David O’Brien & Richard Beach:
http://www.appsforlearningliteracies.com
http://usingipads.pbworks.com
For Younger Literacy Learners:
http://www.mrandrewsonline.blogspot.co.uk/
41. Some Recommendations
Vocabulary.com
Free Rice
Rootonym (Merriam-Webster)--morphemes
Crossword Puzzles:
USA Today easier & provides clues
Learning Network (New York Times)—designed
for schools
Smart Crossword—designed for language
delayed learners
Mission-us.org
History with emphasis of vocabulary
61. Warning!
Our students are sophisticated consumers of
games
Evaluate games before you recommend them
There are many “chewing gum” games
Give explicit attention to the learning goals
you have for the game!
Model your thinking process as you are
gaming
Devote some classroom time to discussion of
learning
Consider a bookmark reminder
Metacognition and Metadiscourse are
important!
62. Join Our Community
Word Travelers: Using Digital Tools to Explore
Vocabulary and Develop Independent Learners
Tysseling, 2012. Stenhouse Publishers
http://dictionaryteacher.pbworks.com
This presentation
Links
Discussions
Lesson ideas (socially constructed—add your own!)
Online Courses this Summer—See Lee Ann
Advanced Content Literacy (CCSS emphasis) in 3-D
Gamelab
Literacy and Technology